Restored Monolith

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This article is part of the Dawn of War Player's Guide.
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Dawn of War Vehicle
Restored Monolith
Image:Restored monolith.jpg
Race Necrons
Version Dark Crusade v1.2
Soulstorm v1.0
Build Info
Image:necron_restored_monolith_icon.jpg
Hotkey M
Build Cost Image:Resource_power.gif 1000  Image:Resource_cap_vehicle.gif 0
Build Time 60 s
Built From Dormant Monolith
Unit Size 1
Requires Engaged Monolith with at least 50% health, Energy Core, Captured Relic.
Limit 1
Unit Stats
Hitpoints 10000/10
Armour Vehicle High
Resource Bonus Image:Resource_power.gif +10 
Unit Mass 100
Move Speed 3
Sight Radius 60 (cannot detect)
Weapons
Ranged Particle Whip, 4x Gauss Flux Arc
Melee None



Contents

Restored Monolith

Not so much a vehicle as a mobile building, the Restored Monoloth retains the production capabilities it had while stationary, but is finally able to join the battle itself, slowly floating into battle and firing powerful Gauss Flux Arcs and the ground-shaking Particle Whip at any enemy units that make the mistake of coming too close. Of course, the Restored Monolith doesn't need to wait for the enemy come to itself: it can teleport straight into the fight and begin annihilating the living.

Note: The Restored Monolith still retains all the unit construction abilities it had in its dormant state. Unlike the Dormant Monolith, it can't set a rally point or choose the attack stance of the units that pop out of the Restored Monolith. If brought down to 2500 Hitpoints it reverts to an Engaged Monolith and teleports back to where it was launched where it must be repaired before it can be upgraded again.

Tactics

Using a Restored Monolith
While not as much of a powerhouse as other teams' relic creatures (unless the Restored Monolith becomes surrounded, allowing the Gauss Flux Arcs at its four corners to all fire on enemy targets), the Restored Monolith provides incredible disruptive power. Its Particle Whip can send infantry units flying, greatly reducing their capability to add their support to a fight while the Necron player's forces destroy enemy units.

While the centralized unit production of the Necrons initially is a problem in the early stages of a game, this same trait becomes one of their greatest strengths with a Restored Monolith, turning it into a complete nightmare to fight. The Monolith can produce the troops necessary to counter the enemy right in the middle of the battlefield and also functions as a teleportation target for Necron Warriors, Flayed Ones and Immortals (Immortals cannot teleport in Dark Crusade), allowing existing groups of those units to join a Monolith after it teleports into the fray. With a full time bonus, Necron unit build and reinforce times can be quite fast, so as long as they have a good set of power generators the Restored Monolith can produce an unrelenting tide of new units.

The Particle Whip is death incarnate to infantry. The DPS values shown below don't account for the rather large AOE, which can often hit an entire squad, potentially reducing an entire squad to less than half health and nearly breaks their morale in just one shot. It is best supported by a healthy number of Immortals and/or Heavy Destroyers to take out enemy buildings and vehicles at long range. Its excellent sight radius will help all of its supporting army target long-range enemies, and a squad of free Builder Scarabs should be constantly repairing it. It is the epitome of the Necrons: slow, but ungodly tough and unrelenting.

Despite the health display of 10000, the Restored Monolith will be reduced to its original stationary Engaged Monolith when the health gets below 2500. So the Monolith in fact has only 7500hp.


Fighting a Restored Monolith
If a Restored Monolith has been built, you should focus all of your efforts into finding and destroying it before it gets to your base. The Monolith's weapons are not as effective against vehicles, though the Particle Whip can still do a decent chunk of damage with each shot. Your best bet is to have a good sized fleet of long range anti-vehicle vehicles backed up by a large number of jumping/teleporting melee specialists, like Chaos Raptor Squads or Tau Kroot Carnivores. The enemy will have a large number of Immortals and/or Heavy Destroyers around the Monolith which you will have to tie up in melee, otherwise they will flatten your vehicles. You can expect a wall of Necron Warriors and supporting Destroyers as well.

Imperial Guard lack the quality infantry to deal with the supporting enemy infantry amidst the disruption from the Particle Whip, but a trio of Psykers can keep the Monolith permanently stunned using Curse of the Machine Spirit, allowing it to be taken down at leisure. However, it may be difficult to get the Psykers within range. Also, a Baneblade can singlehandedly fight a Monolith and usually come out on top, but the IG player must beware of supporting units (Warriors, Destroyers, etc.). That is why it is advisable to for Kasrkin, Ogryns, and Leman Russ Battle Tanks to brought up as well to handle these units.

The Tau XV88 Broadside Battlesuits, when entrenched, are also good as they cannot be knocked down by the Particle Whip. Shas'Vres should chain the use of their EMP Grenades to keep it locked down. Be careful of Flayed Ones being Deep Struck next to them though, as well as the teleporting Necron Lord whose Solar Pulse will temporarily turn the Battlesuit Team into a paperweight.

If a Restored Monolith teleports into your base, it should be dealt with promptly before it levels too many important structures. All of the weapons do flat damage to all targets, which means they do exceptionally high damage to building_medium and building_high, armor types than most weapons are weak against. If possible, intercept the Monolith in the field and damage it to the point that it can no longer teleport to trap it out in the open and away from your base.

Abilities

Teleport

Teleport Hotkey: J
Image:Teleport.jpg Requires Nothing
Target Types Terrain
Range 80
Area of effect None Cooldown time 120 s
Effects The Monolith teleports through intervening terrain directly to the targeted location. At full charge the Monolith can make one teleportation using 60% of the charge and requires 200 s to recharge from empty. The Restored Monolith must have at least 80% health to teleport. The Monolith requires 6 seconds to charge its teleport and to move after teleporting.

Deep Strike

Deepstrike Hotkey: E
Image:deepstrike.jpg Requires Nothing
Target Types Visible Terrain
Range Unlimited
Area of effect None Cooldown time Passive ability
Effects When built the Flayed Ones don't automatically enter the battlefield but instead remain in the Monolith waiting to Deep Strike out. The Restored Monolith has capacity to store 5 squads of Flayed Ones. This allows the squad to enter the battlefield at any visible location. If desired the Flayed Ones can subsequently be loaded back into the Monolith to Deep Strike back out after a 10 s delay.

Buildable Units

Infantry

Builder Scarabs

Builder Scarabs Hotkey: S
Image:necron_builder_scarab_icon.jpg Cost Image:Resource_power.gifImage:Resource_cap_infantry.gif 0 Build Time 18 s
Squad Size 1/3 Limit 5  
Requires Nothing

Necron Warriors

Necron Warriors Hotkey: N
Image:necron_warrior_icon.jpg Cost Image:Resource_power.gifImage:Resource_cap_infantry.gif 3 Build Time 30 s
Build time increases with the number of Necron Warriors on the field
Squad Size 3/8 Limit None  
Requires Nothing

Wraith

Wraith Hotkey: W
Image:necron_wraith_icon.jpg Cost Image:Resource_power.gif 60  Image:Resource_cap_infantry.gif 2 Build Time 45 s
Unit Size 1 Limit None  
Requires Summoning Core

Necron Lord

Necron Lord Hotkey: L
Image:SSnecron lord icon.jpg Cost Image:Resource_power.gif 175  Image:Resource_cap_infantry.gif 0 Build Time 60 s
Unit Size 1 Limit 1  
Requires Nothing

Immortals

Immortals Hotkey: I
Image:necron_immortal_icon.jpg Cost Image:Resource_power.gif 135  Image:Resource_cap_infantry.gif 2 Build Time 36 s
Squad Size 3/5 Limit None  
Requires Awakened Monolith

Flayed Ones

Flayed Ones Hotkey: F
Image:necron_flayed_one_icon.jpg Cost Image:Resource_power.gif 120  Image:Resource_cap_infantry.gif 3 Build Time 36 s
Squad Size 4/8 Limit None  
Deep Strike Yes
Requires Summoning Core

Pariahs

Pariahs Hotkey: P
Image:necron_pariah_icon.jpg Cost Image:Resource_power.gif 200  Image:Resource_cap_infantry.gif 4 Build Time 10 s
Squad Size 4/8 Limit 1  
Requires Engaged Monolith

Vehicles

Tomb Spyder

Tomb Spyder Hotkey: T
Image:necron_tomb_spyder_icon.jpg Cost Image:Resource_power.gif 250  Image:Resource_cap_vehicle.gif 2 Build Time 60 s
Unit Size 1 Limit 3  
Requires Greater Summoning Core

Destroyer

Destroyer Hotkey: D
Image:necron_destroyer_icon.jpg Cost Image:Resource_power.gif 250  Image:Resource_cap_vehicle.gif 3 Build Time 30 s
Unit Size 1 Limit None  
Requires Greater Summoning Core

Heavy Destroyer

Heavy Destroyer Hotkey: H
Image:necron_heavy_destroyer_icon.jpg Cost Image:Resource_power.gif 300  Image:Resource_cap_vehicle.gif 3 Build Time 30 s
Unit Size 1 Limit None  
Requires Engaged Monolith

Lord Destroyer

Lord Destroyer Hotkey: O
Image:necron_lord_destroyer_icon.jpg Cost Image:Resource_power.gif 350  Image:Resource_cap_vehicle.gif 3 Build Time 30 s
Unit Size 1 Limit 2  
Requires Energy Core

Weapons

Particle Whip

Particle Whip
Image:RangedStance_icon_bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 13.3 100 300 400 50

Cost Default Weapon Range 55 Setup Time 0 s
Build Time Default Weapon Accuracy 80% Refire Rate 3 s
Area of Effect 7 Requires Nothing
Notes The Particle Whip does not have a Fire on the Move penalty and does strong knockback (35-65 force).

Gauss Flux Arc

There are four Gauss Flux Arcs on the Restored Monolith, one at each corner of the structure, but they are listed here only once out of convenience.

Gauss Flux Arc
Image:RangedStance_icon_bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 42.0 42.0 42.0 42.0 42.0 42.0 33.6 42.0 42.0 33.6 42.0 42.0 42.0 42.0 42.0 2 5 90 120 5

Cost Default Weapon Range 30 Setup Time 0 s
Build Time Default Weapon Accuracy 80% Refire Rate 1 s
Area of Effect 0 Requires Nothing


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